UK2Node_ExecutionSequence

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Inheritance Hierarchy

References

Module

BlueprintGraph

Header

/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExecutionSequence.h

Include

#include "K2Node_ExecutionSequence.h"

Syntax

class UK2Node_ExecutionSequence :
    public UK2Node,
    public IK2Node_AddPinInterface

Constructors

Name Description

Public function

UK2Node_ExecutionSequence

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

bool

 

CanRemoveExecutionPin()

Whether an execution pin can be removed from the node or not

Public function

UEdGraphPin ...

 

GetThenPinGivenIndex

(
    int32 Index
)

Public function

FName

 

GetUniquePinName()

Gets a unique pin name, the next in the sequence

Public function

void

 

InsertPinIntoExecutionNode

(
    UEdGraphPin* PinToInsertBefore,
    EPinInsertPosition Position
)

Inserts a new execution pin, before the specified execution pin, into an execution node

Public function

void

 

RemovePinFromExecutionNode

(
    UEdGraphPin* TargetPin
)

Removes the specified execution pin from an execution node

Overridden from UK2Node

Name Description

Public function Virtual Const

bool

 

CanEverInsertExecutionPin()

Return whether the node's execution pins should support the remove execution pin action

Public function Virtual Const

bool

 

CanEverRemoveExecutionPin()

Return whether the node's execution pins should support the remove execution pin action

Public function Virtual Const

FNodeHandlin...

 

CreateNodeHandler

(
    FKismetCompilerContext& CompilerCo...
)

Public function Virtual Const

void

 

GetMenuActions

Replacement for GetMenuEntries().

Public function Virtual Const

FText

 

GetMenuCategory()

Override to provide a default category for specific node types to be listed under.

Public function Virtual

void

 

ReallocatePinsDuringReconstruction

(
    TArray< UEdGraphPin* >& OldPi...
)

Reallocate pins during reconstruction; by default ignores the old pins and calls AllocateDefaultPins() If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components)

Overridden from UEdGraphNode

Name Description

Public function Virtual

void

 

AllocateDefaultPins()

Allocate default pins for a given node, based only the NodeType, which should already be filled in.

Public function Virtual Const

FSlateIcon

 

GetIconAndTint

(
    FLinearColor& OutColor
)

Public function Virtual Const

FText

 

GetNodeTitle

(
    ENodeTitleType::Type TitleType
)

Gets the name of this node, shown in title bar

Public function Virtual Const

FLinearColor

 

GetNodeTitleColor()

Gets the draw color of a node's title bar

Public function Virtual Const

FText

 

GetTooltipText()

Gets the tooltip to display when over the node

Overridden from IK2Node_AddPinInterface

Name Description

Public function Virtual

void

 

AddInputPin()

Add an additional input pin to this node